Please, DO NOT remove space casino

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kammerer
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Please, DO NOT remove space casino

Post by kammerer »

I play Factorio for many years, and I much appreciate hard work the authors put in this project. Factorio is probably the best game I ever play. And so far I already played more than 2400 hours on Steam.

I never asked for changes. I trust the authors in their sense of how the gameplay should evolve, and accept new gameplay changes with enthusiasm. But one thing from the latest FFF #442 somewhat disappointed me. Even up to the point where I start thinking of whether I want to continue playing this game.

@Klonan wrote:
We don't want to be fun killers, but it just makes any other approach to quality obsolete. So in 2.1 placing Quality modules in the asteroid reprocessing recipes is disallowed.
While I agree that asteroid quality mechanics simplified a part of the middle-end game, I'm largely disagreeing that asteroid quality recycling was a gameplay exploit.

First of all, this mechanics was not for free. You have to do a lot of things until you are able to build well efficient space platform production of enough amounts of quality raw materials from asteroid.

Usually, I build such spaceship when I already managed to open all base techs. Which is not an easy thing to do by itself. It's not something you can do in the beginning of the game. And building a well-designed "space casino" was also a joy chellenge.

And while the space casinos eventually give you notable amounts of high quality raw materials, these are just based raw materials allowing you of making only base legendary items. Anything planet-specific still requires normal upcycling designs.

Space casinos do not obsolete other approaches. They just making middle-end game slightly easier, but does not obsolete the challenge entirely. And I always felt about this alternative as a joyful option rather than exploit.

The second argument is what other alternatives do we really have in place of space platform quality recycling? Making large arrays of repetitive upcycling factories that are shifting steel/iron chests back and forth? Well, that's feasible, but it's kind of weird from my personal taste.

What's more important, that feels like a grind. Which Factorio game design always tries to avoid.

On top of that, Space Age has a strong design lean toward building relatively compact factories. I know that Factorio slogan is that the "Factory must grow". But the Space Age provided alternative option in the end game: the Factorio must shrink and probably for the best. And personally I like this idea very much. I like relatively compact, but very well thought designs.

Removing asteroid quality recycling mechanics somewhat contradicts with this stance. Without this, everything else could be compact, but not the base quality items. Now we are facing that we would have to grind them without clear alternatives.

And last, but not least. Speaking of the higher quality items, in fact you need about finite amount of them. This argument sounds a little bit strange, but this stems from the fact that producing higher quality science packs is somewhat suboptimal. The only thing where you need legendary items are the factory building blocks themselves. You need to produce just some amount of building parts to build a factory capable in making enough portions of all other normal-quality science packs except Promethium. And the Promethium science packs are limited by the game engine UPS performance anyway.

Therefore, the end game base would require just some specific fixed number of legendary items. Anything else is not needed on a regular basis. And hence the large factory of such items eventually becomes not needed too. We will not through raw resources into them infinitely. At some point of the gameplay they just becomes abandoned.

The entire quality items production is somewhat finite Factorio challenge. So, why enforcing the player to grind specific part of them?

That said, I agree that a part of the community didn't like asteroid quality recycling from the beginning. And I understand the desirability to remove this mechanics. But there are another community members that liked this mechanics very much.

And since you already introduced it in Factorio 2.0, and some people relaying on it, I suggest to at least give the players an option: to enable or disable this mechanics in the game start settings. Maybe some of the Steam Achievements could be enabled or disabled also depending on this checkbox.

To conclude, there are people who don't like "space casinos", and those who liked them very very much.

But please, please don't remove it entirely. Leave us an option. I believe it would be the most fair decision.
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Rinin
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Re: Please, DO NOT remove space casino

Post by Rinin »

I agree, building a space casino is a design challenge. It gives an interesting task: design a mini-factory, keep it protected, and manage the delivery schedule. And I can't think of one thing that it ruins apart from building huge copy-paste fields of upcyclers.

We still have to solve the upcycler challenge for other materials, and solving it once more for much easier basic stuff is, IMO, plainly worse than solving a completely different fun challenge.
I can't see anything this change adds to the game or improves. I built all the basic upcyclers, it's a far more boring task. The challenge is trivial, and then it's just grind.

I don't understand the argument that casino is too powerful. Everything in the game is too powerful, a burner miner is too powerful compared to manual mining. I always thought that's the point. We solve a challenge and we receive cool things as a reward. That's the best part of Factorio: force the player to solve another challenge instead of grinding the same thing like in every other game. This is the reason it's so well received. And the space casino fits perfectly, IMO. Solving a harder challenge should give more benefit than solving an easy one (upcycling).

The only reasoning behind it I can kind of understand is promoting train play. But IMO, it doesn't justify cutting away a cool feature.
wizcreations
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Re: Please, DO NOT remove space casino

Post by wizcreations »

I'm sure the mod to bring back Space Casino will be posted within 24 hours of 2.1 experimental going live.
Rinin
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Re: Please, DO NOT remove space casino

Post by Rinin »

The mod to return casinos is already there =)
And the mod to remove space casinos was downloaded only 409 times in over a year since it's release.
wizcreations
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Re: Please, DO NOT remove space casino

Post by wizcreations »

Rinin wrote: Fri Jun 12, 2026 7:29 pm The mod to return casinos is already there =)
And the mod to remove space casinos was downloaded only 409 times in over a year since it's release.
Ahh, yes, I see it now! https://mods.factorio.com/mod/bring-back-space-casino

And yeah, this other mod is not very popular, but I don't see the relevance of the mod that removes space casino... You could just not build the casino and achieve the same result.
https://mods.factorio.com/mod/no-quality-cheesing
Leex2k
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Re: Please, DO NOT remove space casino

Post by Leex2k »

I agree with the change.
It was already the case that Kovarex Enrichment did not allow quality modules. A preexisting case of an almost self-sustaining process not being allowed for quality production. It seems to me more of an oversight that asteroid reprocessing was an exemption to this logic.
Despite quoting him, I don't really think Klonan's point was ever even addressed. Asteroid reprocessing completely trivializes the challenge of quality and is unlocked from Vulcanus. But, it's not really the low effort required that's even the main issue; it's the enormously superior output of quality materials compared to any other method. It makes any alternative just... obsolete.

All in all, it makes legendary feel very much not special, and it completely diminishes the existence of the other 3 steps of quality above common.
I think it's completely fair to establish that it doesn't belong in the baseline game balance. It is still entirely possible to mod it back in.
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Re: Please, DO NOT remove space casino

Post by JackTheSpades »

Rinin wrote: Fri Jun 12, 2026 7:29 pm And the mod to remove space casinos was downloaded only 409 times in over a year since it's release.
You don't need to download a mod to disable an optional crafting chain. You just have to... not build it.
For those that want to avoid it anyway.

I do think that space casino's circumvent the intended idea of quality a bit because you got the 80% chance of a chunk surviving the reprocessing before the 2 module slots quality chance kicks in. Compared to the recyclers 25% chance of resource return but 4 module slots.

Doing the math, the casino gives you 80% * 12.4% (2 legendary Mk3 quality module) which yields a 9.92% chance of higher quality.
Recycler has a 25% * 24.8% = 6.2% chance.
Add to that, that the astroid crushing has productivity research which means a legendary chunk can be crushed into 4x the resources you'd normally get.

It is clearly THE way to get legendary quality items.

Without the space casino we'll probably setup iron chest -> recycling chains with the infinite resources on Vulcanus. For coal the easiest approach would be to just brute force on an ore patch which is what I currently use for calcite/tungsten anyway. And at that point you are back where the space casino left you.

Point being, I really don't know if there is that big of a change in removing space casinos since you'll just built a more boring upcycler on Vulcanus which will then become THE way to do things... just slightly less efficient.
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Re: Please, DO NOT remove space casino

Post by TCJM »

I'm indifferent to the space casino being removed really, as far as I know you can still build them with Recyclers and get the same result but with a far higher loss of input materials that is more in line with the balance the devs originally had in mind.

My main issue is that Quality feels boring for what it promises later on, and as a mechanic that just feels disappointing to interact with late game. I've built upcycling for all base materials and while the jump to Uncommon and Rare is always nice and feels fresh during a new run each and every time, getting Epic or Legendary is a different story. I never automate Epic or Legendary and only ever produce exactly what I need in the most minimal of quantities, and in an automation game that feels very counterintuitive.

The reason being for it feeling not worthwhile is the sheer time sink that's expected of me. Materials are infinite, production is exponential and automation is limitless, but setting up (specifically) automated Legendary materials is bottlenecked at an unreasonable amount of time (for me, I get that this is subjective and some people are a bit elitist about this part).

A build for 30/min Legendary steel from a previous playthrough took up more space than my entire mid-endgame Vulcanus base. It was a serious challenge, and was very fun to design and build. *Once*. Doing the exact same for everything else was tantamount to torture, so upcycling is now done non-automatically in every run which is again unsatisfying to me in a big way.

What I'd like to see is just more avenues of getting Quality, both earlier and later on just to be clear. As a concept it's great, as a gameplay feature it's fine early on, but it feels very unfinished and leaves me asking a lot of awkward questions. Am I meant to not automate Legendary specifically? Why/Why not? Why is it an option if I cannot effectively automate this in my Automation game within a reasonable time span? Is there more to come but they just don't want to say they slapped this on at the end as a bit of an extra for Space Age but never actually planned how it worked end-game? Were they planning to come back later and finish it once player's provided feedback?

All-in-all my respect for the devs is still very, very high, but please don't remove something and add nothing. Just as a base rule, not even for Quality specifically, it feels a bit of a step back to remove an avenue people found *because* they had problems with a mechanic and not address the problem itself.
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Re: Please, DO NOT remove space casino

Post by Hurkyl »

I posit that the number of people who react with "But how are we supposed to get quality items?!?!?!" is fairly solid evidence the existence of space casino is harming the game.
Rinin
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Re: Please, DO NOT remove space casino

Post by Rinin »

Leex2k wrote: Fri Jun 12, 2026 9:38 pm Despite quoting him, I don't really think Klonan's point was ever even addressed. Asteroid reprocessing completely trivializes the challenge of quality and is unlocked from Vulcanus. But, it's not really the low effort required that's even the main issue; it's the enormously superior output of quality materials compared to any other method. It makes any alternative just... obsolete.
Electrical drills make coal drills obsolete. The whole game is about making other methods obsolete by providing a much higher output of something. That is exactly the point.

The whole game loop is: unlock a new thing -> solve a design challenge -> get a huge boost -> repeat with the next step. That is why forcing grinding instead is against the soul of the game. This is a change that throws away a unique challenge to promote grind. Boring, unoriginal, slow grind.

There is almost nothing interesting in designing an upcycler. I did it for every basic resource. I never built a casino, but I was looking forward to it because it's a cool idea. I wasn't looking forward to repeating the boring task of copy-pasting huge fields of chest recyclers five times the size of the rest of the base.
The casino ship is a unique idea that requires a unique design. The upcycler is the same design you have to build at least five times. Building the same thing for five more resources is just boring.

Yes, it renders recycling chests obsolete, which is why it is a great idea and should be in the game. Cool designs should render boring designs obsolete. Sushi renders parallel belts with long inserters obsolete. And that's great, not a reason to throw away circuit logic.
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Re: Please, DO NOT remove space casino

Post by TCJM »

I can accept that it's not what the devs intended and potentially harms the balance of the game, but alternate ways to interact with the mechanic should be swapped out rather than stomped out. I'd rather leave the how up to the devs, I'm normally fairly solutions oriented in approaching problems but I have infinitely more faith in them in this matter than anything I could suggest.

I'm still incredibly firm from many dozens of hours of experience with all aspects of the Quality mechanic that in late game (for Legendary specifically) large scale automation is not worthwhile for the benefits advertised in the slightest. Sinking the time to get Legendary Science automated is unjustifiable, and if I can make it Legendary I should be able to reasonably interact with it in some manner that makes it impactful beyond simply reaching a self-made goal to get a fraction of a percent of the cost sunk. If automating something wasn't meant to be reasonably achievable or worthwhile, why include the option in your automation game at all?

The argument I see others making *for* casinos can just as easily be used against me here, if you don't like something, don't interact with it, and I get it that's totally valid. But If we're disabling recipes because something is *not* intended, I'd like to see alternate methods introduced to make what was lost somehow possible in a balanced way. For all my griping about this I do think the change is warranted, I would just like to see more options rather than less.

All being fair, the devs could come out next Friday answering all of my points to the letter and I'll be delighted if that's the case. Quality is a great concept with lots of potential and I'd like to see it expanded as a result.
sben
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Re: Please, DO NOT remove space casino

Post by sben »

I don't think this change would remove space casinos; see this post viewtopic.php?p=693887#p693887
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Re: Please, DO NOT remove space casino

Post by h.q.droid »

I think if quality can still be used on basic asteroid processing, space casino remains viable. It's just moved to super-late-game, needing 20+ levels of asteroid productivity to be viable.
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Re: Please, DO NOT remove space casino

Post by Leex2k »

Rinin wrote: Sat Jun 13, 2026 1:30 am Electrical drills make coal drills obsolete. The whole game is about making other methods obsolete by providing a much higher output of something. That is exactly the point.
Sure. I agree that that's true for coal drills, and I agree that it fits within the game loop that you're describing. The concrete circumstances you describe does not apply to asteroid reprocessing, however. You're not going to get to electrical drills without going through coal drills (yes, it's technically possible, but that's being silly)
And I don't really agree that the WHOLE game is about steps of obsolescence. I think that's a blatant exaggeration, but it's also besides the point.
Rinin wrote: Sat Jun 13, 2026 1:30 am The whole game loop is: unlock a new thing -> solve a design challenge -> get a huge boost -> repeat with the next step. That is why forcing grinding instead is against the soul of the game. This is a change that throws away a unique challenge to promote grind. Boring, unoriginal, slow grind.
There is a design challenge to set up electrical drills. At that stage of the game, it is predicated on a whole new level of infrastructure: electricity. This is not the case with asteroid reprocessing. The more apt comparison would be starting with electrical drills, steam power and coal drills. In that scenario there would be no reason to ever consider coal drills. A better example which is actually designed to fit the game loop that you describe is biochambers. You can bring them back to Nauvis for superior speed and productivity with oil cracking, but they actually bring with them a design challenge in the form of requiring nutrient infrastructure on Nauvis.

Asteroid reprocessing is a circumvention of the design challenge posed by quality. This isn't bad by itself. In fact, I think it's great that there are simpler shortcuts to many problems in factorio (not only quality). It's the fact that the output of the circumvention vastly outperforms any wider engagement with the system. The output ratios attached to reprocessing are simply too skewed and beneficial for quality. It's 80% return per cycle compared to 25%.
Fact is: you will still be able to perform the circumvention. You can still use the shortcut. You can still make your quality casino. It's just going to consume 75% input per cycle instead of only 20%. A big reduction, but one that matches the level of this solution to the design challenge. According to the game loop that you described, it makes sense that later technologies open up more complex and rewarding approaches to quality, instead of just asteroid reprocessing being the alpha and omega from Vulcanus til the end of the game. It's just good balance.
If you find that boring or grindy or whatever... uh, I don't know man, you do you. Just stick with recycling. It is still going to work just fine.
Or, lock your game version in steam, or just mod it back into 2.1. I'm not like a vanilla purist of any kind. Boost the return rate even more. The sky is the limit.
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Re: Please, DO NOT remove space casino

Post by FasterJump »

Using quality modules when reprocessing asteroid (AKA "space casino") rolls quality while only removing 20% of the resource, unlike the intended method, which normally removes approx. 50% of the resource per quality roll.

Minus 20% vs 50% per quality roll (or 35-45% if using foundry/EM plant/biochamber/cryogenic plant) is quite imbalanced.

The developers have matured their vision of the game, and even if some players dislike some changes, it is good that they voice their opinion, but ultimately that's how it is. Surely there will be mods for players who want to play in a way that is not intended by the developers (re-enabling quality modules in asteroid reprocessing).

Whether we like or dislike the change, we should all be respectful and accept how other people's preferences (just saying this because the news thread is a bit less civil than this one).
Last edited by FasterJump on Sat Jun 13, 2026 11:37 am, edited 1 time in total.
Hurkyl
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Re: Please, DO NOT remove space casino

Post by Hurkyl »

Leex2k wrote: Sat Jun 13, 2026 10:56 amThe output ratios attached to reprocessing are simply too skewed and beneficial for quality. It's 80% return per cycle compared to 25%.
Fact is: you will still be able to perform the circumvention. You can still use the shortcut. You can still make your quality casino. It's just going to consume 75% input per cycle instead of only 20%. A big reduction, but one that matches the level of this solution to the design challenge.
For the sake of accuracy, the pure recycler loop does get to use 4 modules instead of 2. But anyways, if anyone wants to know, the way it maths out is that with legendary quality modules 3's,

Pure reprocessing loops average 47.70 common inputs to a legendary output.

Pure recycling loops average 2727 common inputs to a legendary output.
FasterJump
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Re: Please, DO NOT remove space casino

Post by FasterJump »

If you optimize your recycling loops, you can get closer to 1 legendary per 21 item consumed for cryogenic plant and 1:37 for EM plant, without any productivity research.

https://wiki.factorio.com/Tutorial:Qual ... cling_math

With productivity research (blue circuit, LDS) you can get almost 1 legendary per 1 normal item.
Rinin
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Re: Please, DO NOT remove space casino

Post by Rinin »

Space casinos don't invalidate the quality challenge, they are a unique ship design. One design that produces enough legendary-quality iron, coal, and sulfur, of which only iron is significant.
Removing space casinos simply forces everyone to build upcyclers on Vulcanus. That is the only change it makes, and it's a bad change.

Just some numbers:
A space casino with legendary quality modules has approximately 1.4% legendary output on iron.
Yellow belts upcycling in a foundry with legendary quality modules has approximately 0.4% legendary output on iron and gears, or 0.25% on pure iron.

It's not that much of a difference, but a casino is a unique spaceship that requires solving spaceship belt puzzles, power management, scheduling flights to asteroids and back, launching all of it into space, etc., while upcycling is just several foundries and a circular belt on a planet with infinite resources and zero challenge.

The casino wasn't too good, it was just good. A harder, more expensive setup that outputs 3-5 times more is not some major issue that requires throwing away a cool feature. And to be honest, removing one out of about five shipbuilding challenges from the DLC called Space Age doesn't strike me as a great idea.
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Re: Please, DO NOT remove space casino

Post by NineNine »

Rinin wrote: Sat Jun 13, 2026 12:56 pm Removing space casinos simply forces everyone to build upcyclers on Vulcanus.
I finished Space Age with Legendary everything and I did 0% upcycling on Vulcanis. Never created a single legendary iron plate, either.
Rinin wrote: Sat Jun 13, 2026 12:56 pm while upcycling is just several foundries and a circular belt on a planet with infinite resources and zero challenge.
The challenge is making enough stuff so that you can make quality items in the first place. Nobody ever said that the actual creation of quality items was supposed to be a challenge.

I think the people who are complaining about this sort of thing are the people who don't bother playing the game themselves, and instead just watch Youtube/TikTok videos of other people playing the game, and try to copy whatever it is that they're doing.
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Re: Please, DO NOT remove space casino

Post by Rinin »

I would just summarize the reasons against the casino, because it turns too heated and I would rather unsubscribe.
  1. It solves everything. No, it does not. It solves iron and coal to a degree, and coal has no other reasonable solution.
  2. It's way too powerful. No, it's not. It is at most 6 times more powerful than a super simple upcycler, and it is less powerful than complex upcycling through blue chips. It's way worse than LDS which is essentially free legendary stuf.
  3. It forces you to play a specific way because the alternatives are too bad. It's a strange argument that forcing by persuasion is so bad that forcing by removing the option is somehow better.
  4. It makes other methods obsolete. No, it does not. Upcycling is probably more UPS-friendly, super easy to scale and establish. I beat the game without the casino. It's totally viable and it has comparable efficiency. It's just huge and boring.
The worst thing is that the developers KNOW, not assume. They are 100% aware that they are killing the joy people are having. And the only remotely adequate reason for doing it is that other people feel pressured to build the casino, which denies them the joy of using other methods. While I can relate to this reasoning and have had similar issues in other games, I am fairly certain that this is a net negative change. The amount of joy killed would vastly exceed the amount of joy saved.
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